
Here are links to my entry and a post-mortem of the whole experience. You can also head on over to the Radius Engine web site or follow Most recently, I participated in last month's Ludum Dare 21 48-hour competition. If you'd like to keep up to date on my future work, check out the "Other Games" links on the left (namely Avoision). Thanks for your support and I hope you enjoy playing Falling Block Game as much as I do! Once everything stabilizes, Falling Block Game will (finally) be declared complete!ĭeveloping Falling Block Game from the ground up (twice) has been a great experience and I've learned a lot about writing/debugging cross-platform code, creating sound effects and 2D/3D graphics, promoting beta releases, and listening to feedback. Please give this release a shot and send along any bug reports. On a personal node, I'm proud to say that, after over 10 years of on-and-off development (mostly "off".), Falling Block Game finally has all the features that were ever planned for it.
Falling blocks 2 download#


WorldIn.spawnEntityInWorld(entityfallingblock) įor (blockpos = pos.down() canFallInto(worldIn, blockpos) & blockpos.getY() > 0 blockpos = blockpos.down()) If (!fallInstantly & worldIn.isAreaLoaded(pos.add(-i, -i, -i), pos.add(i, i, i)))ĮntityFallingBlock entityfallingblock = new EntityFallingBlock(worldIn, (double)pos.getX() + 0.5D, (double)pos.getY(), (double)pos.getZ() + 0.5D, worldIn.getBlockState(pos)) If (canFallInto(worldIn, pos.down()) & pos.getY() >= 0) Private void checkFallable(World worldIn, BlockPos pos) Public void updateTick(World worldIn, BlockPos pos, IBlockState state, Random rand) Public void onNeighborBlockChange(World worldIn, BlockPos pos, IBlockState state, Block neighborBlock)

* Called when a neighboring block changes.

WorldIn.scheduleUpdate(pos, this, this.tickRate(worldIn)) Public void onBlockAdded(World worldIn, BlockPos pos, IBlockState state)
